[Object] = The Object in which contains the data(Object.) = Optional. The index of the object you want to access[Variable] = The data itself.

Examples:

Code:

[Sprites].[Title][Sprites].1.[Title][Original Levels].*.[Data]

[Objects]The buildscript uses some kind of OO-language to indicate what data is needed. There are two types of "root"objects. Spritesheets & MapCollections. In EarlyMorning you give a name to those spritesheets and mapcollections. In the mapcollection you'll have to use that name to indicate which data you want.

If you created the SpriteSheet "Sprites" and you want to get the amount of sprites you have, you use for example:

Code:

[Sprites].[Amount]

Sprites is in this example the object.

(Object.)Every map and sprite is handled as a Object in EarlyMorning. Every sprite/map object has it's own variabls, just like a spritesheet and mapcollection. A spritesheet is an object which contains several other sprite objects. If you want to access a sprite, you will have to indicate an identifier to tell EarlyMorning which sprite you are talking about. Note that EarlyMorning starts counting with 0.

If you want to display the title of the 2nd sprite (1) of the SpriteSheet "Sprites" you should do the following:

Code:

[Sprites].1.[Title]

[Variable]All objects have a set of variables. Look below for a list of all variables.

Spritesheet

Code:

[Title] : The title of the spritesheet.[LastIndex] : The index of the last sprite within the spritesheet.[Height] : The height of the sprites.[Width] : The width of the sprites.

MapCollection

Code:

[Title] : The title of the mapcollection.[LastIndex] : The index of the last map within the mapcollection.

Sprite

Code:

[Title] : The title of the sprite.[Data] : The spritedata. Data uses two arguments. See for more info below.[Mask] : Only the maskdata of the sprite.[Height] : Height of the sprite.[Width] : Width of the sprite.

3.0.0.0 introduced a new way of getting the data by giving arguments. The syntax is as followed:

Code:

[Object].(Object).[Data(Format, Compression)]

Format is the format of the data you want. The following formats can be used:

Standard

Masked (Interlanced)

Compression is the compression-method you want to use.No compressions can be chosen at the moment

As you can see I managed to make a first version of the script building engine. Here above is the documentation for this. Of course this can and propably will change. Most surely in terms of amount of possibilities. Think in terms of more variables, more compressed variables and more commands. If you have any good ideas feel free to submit them in this thread.

Note that I was able to succesful build a include file for the GrayScale Slippy - project.

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